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Abyss Hunt

  • 3d
  • action
  • survival
  • arena
  • horror
  • melee
  • endless
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mickey Mouse built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Abyss Hunt yet. Play it, then tell Mickey Mouse what you would add next.

Make your own game

Abyss Hunt was built by Mickey Mouse with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Abyss Hunt opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Abyss Hunt

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based 3D third-person arena survival game titled “Abyss Hunt.” Use Three.js-style real-time 3D rendering with a dark, cinematic, red-and-black horror aesthetic. The camera is a trailing elevated perspective camera looking down toward the player, following smoothly as the player moves around a square combat area. The environment is a blood-dark cracked street/ash arena: nearly black-red ground, several thin glowing orange-red lava cracks, a faint glowing summoning ring centered in the arena, repeated cracked street tiles down the middle, ruined/dead streetlight props along the sides with red point-light glows, black jagged rock shards around the perimeter, deep red-black fog, and dim warm moonlight with soft shadows.

The player is a dark-tinted armored fantasy warrior (“dark hunter”) holding a weapon, initially placed near the front/south side of the arena and facing inward. Load/use an animated warrior character with idle-with-weapon, running-with-weapon, sword attack, and death animations. Enemies spawn around the player in a radius of roughly 12–18 world units and continuously chase the player: use two visible enemy types, large red-tinted demons and smaller blue-gray ghost skulls. Demons have more health and deal more contact damage; skulls are faster, have less health, and use flying/headbutt behavior. Give enemies run/fast-flying, hit reaction, attack, and death animations. Enemies move directly toward the player, turn to face them, and damage the player when within close range, with a short invulnerability interval between hits.

Core goal: survive and kill as many enemies as possible. Start with 100 health, zero kills, and wave 1. The player’s melee attack is a short-range directional sword strike with about a 2.7-unit reach and a forward-facing hit check; it damages every eligible nearby enemy in the strike direction for 28 damage, briefly knocks them back, flashes/hit-reacts them, and kills them when health reaches zero. Demons start with 38 + 6 per wave health and skulls with 22 + 4 per wave health. Demons move at about 1.2 + 0.07 per wave speed and deal 14 contact damage; skulls move at about 1.75 + 0.08 per wave speed and deal 9. Play a heavy impact sound for attacks/hits and damage. On every sixth kill, increase the wave number. Maintain a growing enemy cap of 4 + current wave and spawn another enemy every roughly 1.8–4.4 seconds depending on wave, with about one-third of spawns being skulls.

Movement supports WASD and arrow keys, with normalized eight-direction movement at roughly 5.2 units per second. The player rotates to face the movement direction and is constrained to x/z coordinates from -20 to 20. Add a dash on Space or the DASH button: move instantly about 3.3 units in the current movement direction (or backward/default direction if standing still), constrained to the arena, with a 1.25-second cooldown. Add attack on K, clicking/tapping the canvas, or the ATTACK button, with a roughly 0.52-second cooldown. Also provide mobile controls: a circular virtual joystick in the lower-left with a glowing orange-red knob, and large lower-right ATTACK and smaller dark DASH buttons.

Overlay the HUD on top of the game. At upper left show a bordered translucent dark panel with orange-red, spaced, bold “ABYSS HUNT” branding. At upper right show a translucent bordered stats panel with “Health 100” and “Kills 0 · Wave 1,” updating live. On desktop show a small centered help strip near the top reading “WASD / arrows move · Click or tap ATTACK · Space dash”; hide this help text on narrow mobile screens. Use pale cream text, orange-red accents, subtle text shadows, thin translucent borders, and red glow/shadowing on controls.

At startup, after assets load, display a large centered translucent dark-red bordered message panel reading “Dark hunter loaded.” with the subtitle “Cut through the demons before they swarm you.” for about 2.4 seconds. If health reaches zero, stop gameplay, play the player death animation, and show a centered message “You were taken by the abyss.” plus “Kills: [number] · Wave: [number]” and a RESTART button. Restart should reset health to 100, kills to 0, wave to 1, clear enemies, return the player to the starting position, and spawn four initial enemies. Include a brief bright/saturated hurt-screen filter when the player is hit. Keep the presentation moody, minimal, and faithful to the visible dark red survival-arena UI rather than adding menus, weapons, ranged attacks, pickups, bosses, or other mechanics.

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